And in terms of building a dice pool - every action a PC wants to take involves assembling and rolling a dice pool that is governed by the skill involved (even combat uses skills) and the difficulty of what is being attempted. Each skill has an associated characteristic, and a PC will have a numerical rating in each skill (often 0) or characteristic (always 1 or higher).
To build the dice pool for each action attempted, you take a number of green (Ability) dice equal to the higher of the governing skill rating and it's associated characteristic rating. You then upgrade a number of green (Ability) dice, equal to the lower of the governing skill rating and it's associated characteristic rating, to yellow (Proficiency) dice.
The GM then adds a number of purple (Difficulty) dice determined by the difficulty of the task you're attempting, which may be upgraded to red (Challenge) dice if attempting a particularly challenging task.
Finally blue (boost) or setback (black) dice may be added to the dice pool to represent particularly beneficial or complicating factors that aren't direclty related to your character's skill or the inherent difficulty of the task being attempted.
The pool is then rolled - all dice together - and the symbols interpreted as per LethalDose's previous post.
For example, say my PC wants to shoot his pistol at the dark Force user at the far end of a corridor illuminated by dim red emergency lighting. When making a ranged attack with a pistol (or any one handed weapon), you use the Ranged(light) skill, which has Agility as it's associated characteristic. My PC has Ranged(light) of 2, with Agility of 3. I take the higher of those two ratings (Agility 3) and add three green dice to the pool. I then take the lower of those two ratings (Ranged (light) 2) and upgrade that many of those green dice to yellow dice, i.e.: I remove two of the three green dice from the pool and replace them with two yellow dice.
The GM determines that the end of the corridor is at "Short" (previously "Close" before this weeks update) range from my PC, so that is an Average difficulty check which adds two purple dice to the pool. However, the dark Force user has the sense Force power active, which upgrades the difficulty of my attack, so the GM removes one of the purple dice from the dice pool and replaces it with a red die.
Finally the GM determines that the dim lighting provides my opponent some concealment, adding one black die to the pool, and my character used their maneuver this round to aim, adding one blue die to the pool.
Having assembled my pool, I now roll 1 green, 2 yellow, 1 purple, 1 red, 1 black and one blue dice, and interpret the symbols to determine success/failure and advantage/threat.